Beiträge von CurlyBlonde

Willkommen in der Transport Fever Community

Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.

 

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Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.

Das Team der Transport-Fever Community


    One more thing, I'm at the UV unwrapping part and doing the texture, so, I'm assuming that I can have multiple textures per an object, and I don't know if textures with transparency cut thru the opaque ones, so I thought of placing the windshields & heandlights glass on a single uv / texture.


    I wanted to know if the game renderes the mod/object the same if you have let's say 2 x 1024 / 2 x 2048 textures versus having one as 4096x4096 , or, if it's better to have smaller textures , such as 512 as YstlDystl used for his pool project, but more of them for different parts. Which version do you guys think works better for the game ? Multiple smaller textures or one big texture that fits everything?


    Example : Car exterior - 1 texture @ 2048 / Car interior - 1 Texture @ 2048 / Wheels - 1 texture @ 512 / Glass parts - 1 texture @ 1024

    That's a lot of information that I need to process and wrap my head around. Thank you though !


    So from my basic curlyblonde understanding, "boogie" stands for the part that an object "bends" , like your bus, i see it bends in 3 places and those I'm assuming, are the boogies, and axels are for wheels , meaning the steering like you've said, having for example a truck that has 2 sets of axels , 4 wheels in front , it being a heavy or long truck/bus, you can only set up one axel per vehicle ?


    Egal in English is " equal " ,


    So the origin, for a set of wheels , front wheels for example, I need to set up the axel linking the two front wheels to that axel, and their origin needs to be in the middle of them ? they need to be one joined object containing two wheels with it's origin in the middle of the two wheels or they need to be individual , unlinked objects, each with it's origin on the center of the Z ?


    As for doors , the origin point of the door should be where a hinge would normally be , for it to rotate in the right direction ?


    How do I know what values to set objects apart from eachother in the text editor settings lua file , without seeing the actual model itself in game ? Does the Transport fever Model Viewer show such values or allows to handle objects and move them around ? Didn't see that option when I played with it.


    Example, the wheels, since they are separate objects because they need to rotate, how do I know , in text editor values, where to place them so that they fit into the wheel arch on the car body ? Or a separate door that has an animation , how do I know where to place that?


    I'm gonna have a look in the game's files and see how stuff works on a basic level.


    Gonna be back with more questions though.




    Moderated/Edited by YstlDystl due to full quote of previous post. Please only quote what is absolutely necessary! Thank you.

    Animations... each part that is movable has to be a separate mesh. Basically every movement/rotation is relatively to the meshes origin but at custom animations you can set another point. But most likely you set a proper origin and use this. Weels/axles are a special kind of "animation". You simply tell the game which mesh is an axle (turns while driving in the given speed) or a wheel (like axle, but also steers). Here you can't change the origin. If you want to have a look at keyframe animations just open a default vehicles door-mesh and study the animation block eighth at the top.


    Well, work calls ><

    Thanks for that, I had a look in the time on how a door opens, I'll have to watch a youtube tut on how to make animations in blender . Although quick question, if I dont do a custom animation , you mentioned origin, should the origin be @ the centre or the geometry ( I mean in blender) ?


    As for the wheels , sounds easy enough , I did see the therms " axel" & "boogie" somewhere in the lua files.


    Have an easy day @ work!



    Not YouTube, actually, Twitch. twitch.tv/ystldystl feel free to stop by - if you can't make it, don't worry, I will upload the stream later to YouTube and the link will be posted in the thread Yoshi linked above.
    Judging by the questions you asked, you already seem fairly knowledgable, why don't you just try out some stuff? Almost all of my knowledge I gained through trial and error. But if you get stuck, we're here to help :)


    I've watched one of your youtube tutorials, the one about assets , yeah that truly does sound complicated putting everything toghether. My biggest concern is assembling the settings / info /material files lua files, I dont really know anything about those and I can't find any info for noobs in english so if I make it to your twitch stream, I'll be like what's this, what's that, how do I do this, how do I do that & so on :))


    I'll have another look at your pool creation video and try to pick up from what you're doing in that to get myself a bit aquainted.


    As for now I have the car ready I just need to UV unwrap it and texture it and I'm good to move onto actually importing the car in the game which hopefully I'll learn from you . For now I'm just thrilled that I managed to get between the lines of the vertex acceptable limit ,





    One more thing , I read on the TPF wiki modding page , something about custom shaders, what are those ?


    Well, nothing to add I think ^^ only restrictions are gameplay changes. So you can add an object "Signal" but you can't change it's behaviour or parameters or such stuff. Only always alternative/unique looking instances


    This is great news, I'm happy that the game doesn't restrict much in therms of resources.



    I still have a couple of unanswered questions though :


    - how do materials work in game ? I downloaded the blender plug in and saw that there's a material entry as well as import/export option for the object.


    By that , I mean, are there any tutorials out there, written or video on how to use the train fever material option on blender ? Does that option automaticly save the material you've created for the object in blender and exports it in a way that the game can read & reproduce it ? How does that work ? I only need to see it once to get it.



    - are there any english tutorials out there for transport fever or even train fever since that's an older game with a bigger following, on how to animate different parts of the object you want to bring in game ? Example, how can I make the wheels spin while the car is in motion ? Can I make it open it's door and the tiny person getting inside ?


    - back to textures , say I join the whole car toghether, I have a nice topology that allows me to texture it properly as one piece with all the parts on the same texture , and it shall be tga or dds, in these formats , due to the transparency , does the texture cut itself ?( I don't know how to explain the effect, basicly the texture cuts thru itself because it's all on one texture and you have windshields which are semi opaque , and then you have the car body paint and the interior which are opaque , but the texture just cuts in itself, does that happen in game ?


    - also in textures , can you have separate textures per parts of the object / groups ? Example : take the wheels of a car, you have 4 objects, 4 wheels, you group them , but you only have one UV / Texture for all the 4 wheels . does that work ?


    - and last, how do you put everything toghether from exporting properly , to converting , putting everything in the right folder with the right lua files and textures and meshes and folder names , to getting the object in game ?


    Are there any complete tutorials out there that teach you this stuff , or you have to figure it out ?


    I have looked on transport fever wiki mod and read what the developers of the game wrote in there but it's not very niob friendly if the only thing you know is how to model & texture :-/



    Anyways, thank you for the info given so far, It is great information , I appreciate it.

    Hello, I'm new to Transport Fever but I like it a lot and saw that there's a posibility to develop different sorts of mod's for it to enhance the gameplay .


    I have a few questions, if you could help me so that I know the general things about
    the game and mods , would be great, as I've looked and I dont really find this information provided in English, as for google translate, that distorts the context pretty badly .





    Mesh :




    - how many vertices can an object have for it to be supported by the game, is there a max number ? From the forums I gathered 10.000 ?




    - what are LOD's , I know lod stands for level of detail, but how does it work in the game ? I noticed there are 3 levels, LOD 0 being the max quality, I think , but what's the vertex maximum for each ?




    - do meshes need to have collision boxes ?




    - can meshes be grouped , or does it need to be a single object ? example : body - 4 wheels - doors - windows etc.




    - do meshes support multiple materials per face ? example : joining a car toghether, body + doors + wheels + windows , assigning materials to each part of the object, does the game support that, or it needs to have multiple objects separated each with it's own material ?




    - how do materials work in game ? I downloaded the blender plug in and saw that there's a material entry as well as import/export option for the object. / Does the game support glossy or glass materials or just flat ? Does it accept normal & specular maps ?




    - what formats of object does the game support? .dae / .obj etc. I noticed only .msh & .msh blob , which are supported only with the blender plugin
    in .




    - what file formats does the game support for textures ? .tga / .png / .jpg/.jpeg etc ? Does the game support transoarency in textures, such as .tga / .png - for windshields / glass / headlights , etc ?




    - what is the maximum resolution that the game supports for textures ? 2048 / 4096 etc




    I would say that my skills are - beginer ~ medium in Blender / - medium ~ advanced in Photoshop / - 0 skill in coding, none whatsoever / - 0 skill in 3d max or other 3D programs other than perhaps Zbrush altho I mainly used it for texturing .